135 research outputs found

    Capture, Learning, and Synthesis of 3D Speaking Styles

    Full text link
    Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201

    DualTalker: A Cross-Modal Dual Learning Approach for Speech-Driven 3D Facial Animation

    Full text link
    In recent years, audio-driven 3D facial animation has gained significant attention, particularly in applications such as virtual reality, gaming, and video conferencing. However, accurately modeling the intricate and subtle dynamics of facial expressions remains a challenge. Most existing studies approach the facial animation task as a single regression problem, which often fail to capture the intrinsic inter-modal relationship between speech signals and 3D facial animation and overlook their inherent consistency. Moreover, due to the limited availability of 3D-audio-visual datasets, approaches learning with small-size samples have poor generalizability that decreases the performance. To address these issues, in this study, we propose a cross-modal dual-learning framework, termed DualTalker, aiming at improving data usage efficiency as well as relating cross-modal dependencies. The framework is trained jointly with the primary task (audio-driven facial animation) and its dual task (lip reading) and shares common audio/motion encoder components. Our joint training framework facilitates more efficient data usage by leveraging information from both tasks and explicitly capitalizing on the complementary relationship between facial motion and audio to improve performance. Furthermore, we introduce an auxiliary cross-modal consistency loss to mitigate the potential over-smoothing underlying the cross-modal complementary representations, enhancing the mapping of subtle facial expression dynamics. Through extensive experiments and a perceptual user study conducted on the VOCA and BIWI datasets, we demonstrate that our approach outperforms current state-of-the-art methods both qualitatively and quantitatively. We have made our code and video demonstrations available at https://github.com/sabrina-su/iadf.git

    CASA 2009:International Conference on Computer Animation and Social Agents

    Get PDF

    Facial Modelling and animation trends in the new millennium : a survey

    Get PDF
    M.Sc (Computer Science)Facial modelling and animation is considered one of the most challenging areas in the animation world. Since Parke and Waters’s (1996) comprehensive book, no major work encompassing the entire field of facial animation has been published. This thesis covers Parke and Waters’s work, while also providing a survey of the developments in the field since 1996. The thesis describes, analyses, and compares (where applicable) the existing techniques and practices used to produce the facial animation. Where applicable, the related techniques are grouped in the same chapter and described in a chronological fashion, outlining their differences, as well as their advantages and disadvantages. The thesis is concluded by exploratory work towards a talking head for Northern Sotho. Facial animation and lip synchronisation of a fragment of Northern Sotho is done by using software tools primarily designed for English.Computin
    • …
    corecore